It’s really all timing and distance when you AA with c.fierce. I feel that if done too close, you might stand the chance of trading with it. The hitbox is pretty horizontal on the c.fierce, so they’ll land on it if you’re at good distance. The recovery is a lot better too(13 frames) than s.roundhouse.
With s.roundhouse, though, I feel that you trade more against Gief and it has more recovery, so if you mistime it, you eat a jump in SPD. In this match, you’re really just walking back and forth a lot while throwing out s.fierce and c.fierce to keep him out. You’re gonna bait a lot of lariats so you can get a free knockdown and wall dive here and there(wall dive doesn’t knockdown, so you have to be really selective about that because you don’t want to end up in a corner against Gief).
EDIT - S.fierce is REALLY good against Gief. 9 times out of 10, he’ll walk into it because he wants to cover distance. You obviously don’t spam it uncontrollably because you’ll eat a lariat. But it’s really good if he starts moving forward.
c.MP is a lot quicker if you’re looking to punish fireballs. However, if you can read the fireball startup properly, you can s.HP it dead before it happens.
Any mirror tips out there? Still having high difficulty against dives, especially ones to my wall while I’m cornered. In general though people talked about j.MP, which hits better than anything else I’ve tried but I’m far from consistent with it. Should I jump toward, up, or away? Try for the air throw? Looks like walking forward and sliding will punish blocked stabbing dives (d,u+P) but I’m too spazzed to tell the difference between those and normal wall dives so I’m usually jumping and not blocking. It also seems from a recent match that it’s possible to c.LP after blocking a slide, is that the case? I took a few hits that way after sliding that seemed unblockable.
What’s your tag? It’s not on your SRK profile, and I’m always interested in how I fare from fellow SRKers. Thanks for the affirmation.:wgrin:
Be careful. I find that in mirror matches, if the person jumps a great deal, I’ll throw the claw extra early off the wall to try and counter. It makes your job that much harder in that situation.
At good range, none of his normals trade with Gief. Are you REALLY gonna keep throwing out s.fierce if he’s jumping at you? No. It FORCES the jump for c.fierce AA. Hell, you even get a free sweep if he jumps(trip guard).
cl. means using a normal when you are near an opponent. cl. is an abbreviation of the word close. Like how Guile’s s.MP changes when you do it right next to the opponent as opposed to far away from them. Only standing normals have this affect so cl. will 99 percent of the time refer to a standing normal used at close range.
I finally started consistently winning against blanka and honda, but I get RAPED by any semi-decent Bison. I mean absolutely destroyed. Kicks and crusher rape all my normals and my slide usually gets stuffed by kicks too or trades/loses to his slide. I try wall diving and get beat by j.mk and some other garbage. I try playing ninja turtle style and Bison starts flying through the air. I flip kick in retaliation, which usually whiffs, and I eat stomp and/or punch to the face.
The only CHANCE I even stand is to score a knockdown and then try some wall dive shenanigans.
First off, just let me say how much shittier Vega is in HD REMIX than SSF2T. The fact that his wall dive doesn’t knock down anymore messes up the effectiveness of his crossover a lot. Granted, he can now combo from a deep wall dive, I still think it’s a major downgrade. Plus, it’s not that he actually got worse, it’s that everyone else got better (with the exception of a few characters). His fake wall dive is nice, but I’d trade it for a knock down wall dive any day of the week.
Best advice against a Blanka who spams ball: Block it and do a standing FIERCE PUNCH. You should hit him before he recovers. Also, practice supering him out of his Electricity.
i miss his knockdown wall dive too. shit was so fun and so evil :badboy:
its fun watching people get hit by it over and over again right as they get up. i can’t think of another move in fighting game history that hits meaty, knocks down and crosses up at the same time.
i don’t think he got that bad even after they take away his wall dive. his normals are second to none. hes still the fastest character in the game and he can still turtle. wall dives are still really really good even if they dont knock down.
Oh, I totally agree he’s still good. But instead of being top tier, I’d call him high middle to high tier. It’s even more frustrating now that he desyncs the game the most out of ANY CHARACTER. I’ve gotten 150+ dc’s because of him. I never DC with anyone else, ever.
This is going by a TOP > HIGH> HIGH MIDDLE > MIDDLE > CAMMY system.
You guys got any tips for a honda that likes to tick throw into the ochio throw or the knee bashes? When I try to jump on the honda I get hit with jab headbutt, or if I try to attack on the ground than go for the throw I just get caught into one of his throws.
Thanks for the tips…I do have problems getting the forward flip to come out consistantly but that my fault.
I have had success switching up the wall dives and the wall fakes so he would lose the charge on the headbutt…but i always end up in one honda’s throws lol…and thanks again for the tips mycah
Mycah, didn’t know that claw thrusts will hit HHS! Will try that.
I’m still having big trouble countering dives with Vega. s.HK seems to work decent but better players are going behind me for the throw. Any very specific tips against Claw dives, anyone? I can’t seem to time j.MP. Having particular difficulty when they come off my wall and I’m in the corner.
I find losing to Honda particularly demoralizing because they can practically own me with headbutts and HHS alone. I feel like I have to play three times better than my opponent just to barely squeak out a win. j.HP to clean fierce headbutts has been very useful and so has diving to the opposite wall, but it’s still grim. Any general Honda tips?
I get schooled by decent Dics but I at least feel like I have room to explore. Jumping around like a dipshit has proven the most effective (or least non-effective) tactic so far. I don’t think I have EVER managed to throw Dic after a blocked scissor kick, any tips there? Is this where a person should be doing piano inputs? Perhaps against Ken’s jumping jab/knee bash loop too? I think my HRAP3 arrived today so I’ll be gamepad-free.
Honda is my goddamn Achilles Heel. I have the toughest time against Hondas…and wouldn’t you know it? I manged to face THREE IN A ROW TODAY. Totally random…but ugh. Guess who lost those matches?
I’ve had semi decent success against Bison. Taking to the air has proven useful. I managed to corner trap a few using cr.mp and flip kicks to keep him in the corner.